AoeStats
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African Clearing

510821006Analyzed
2v2 RM · 13h ago on Oct 2, 2026· 40m 1s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇩🇪 Huns · Germany
1395
+14
🇩🇪 Armenians · Germany
1387
+14
🇦🇷 Malians · Argentina
1342
-14
🇨🇦 Saxons · Canada
1338
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 1,898 13:53 19:29 — ⛏ Fast Castle
43 1,734 13:24 20:29 — ⚔ Archer Rush
41 1,634 12:46 16:24 34:34 ⛏ Fast Castle
34 1,356 11:56 24:10 — ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
17,300 9,235 9,795 1,615 37,945 41,025
13,715 11,206 4,120 950 29,991 29,808
11,770 7,287 3,800 1,830 24,687 27,223
7,740 9,341 4,200 1,855 23,136 24,202
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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